Hello all, in case you are wondering about what the update includes, here is the full changelog:

New Features

Incorporated a modified version of Dazoline's Random Battle/Random Campaign generators into the official release. These versions of the BG/RCG allow players to customize how Random Battles and Random Campaigns are generated.

Players can now specify if they want to increase the value of Objectives in the battles. Increasing the value of objectives can allow players to gain more victory points through securing Objectives rather than destroying enemy units. This may shorten some random battles.

Players can generate Random Battles and even Random campaigns using the Phase structure of their choice.

Players can control whether the Soviet side uses Science of War or Art of War. The settings allow the player to decide if the Russian side Always uses Science of War, Never uses Science of War, or, in Random Campaigns, uses Science of War for battles until June of 1944, and then switches to use Art of War.

Players can determine how the PrePlanned artillery are handled. Players can choose either side, or both sides or neither side to have PrePlanned artillery barrage. Players can also choose to allow the Random Campaign Generator to choose which mode is used based on the each battle's mission.

Players can easily design their own core force for the Random Campaigns.

A new set of files have been created in the folder; Data/Campaign Core Units. The files in this folder are named to exactly match their counterparts in the folder: Data/Random Campaigns. These files allow players to edit Random Campaign Core forces that will be used in the corresponding Random Campaigns. Players can even create an entirely different core force. Features of these new Campaign Core unit files:

You only have to edit one file to affect all key core units across all of the battles in a Random Campaign.

The modded files support upgrades. If you look in one of the longer Campaign Core Unit files such as the "1st Infantry Div 1941-44 Long" you will see multiple core tags inside the coreunit tag. Each tag has a date and scenario attribute which describes when that upgrade takes place. In the core tag are unit tags, corresponding to the core units in that scenario. Remember that the unitname attribute of a unit tag is what keeps track of that unit between battles and provides the upgrade path.

A file, in (Data/Campaign Core Units) will provide some of the units for each of that campaigns battles subject to:

The Core Unit Files included with this patch replicate the existing Random Campaigns. If you make no changes to these Core Unit Files, Random Campaigns will have the original Core Forces and Upgrades as originally designed.

Before making changes to these Core Unit Files you should make backup copies so that you can return them to their original state. When editing the core units you are changing the "Key Core" units in a campaign. You should also make changes to the Campaign description in the Core Unit File to match those changes. You should also make sure to update the corresponding units in each of the "core" sections of the file. You can 'upgrade" your equipment using these other sections in the file.

Any non key core units in Battles files will not be affected, so there will be variability retained in the units used from battle to battle in a campaign.

The Random Campaign description will display the key core units described in the CCU not the original key core units from the campaign file, so remember to make the appropriate changes to the description in the Core Unit File.

Code Changes

Fixed minor problems with Niemirow map.

Fixed a series of bugs with how retreated units behaved. Retreating units will now continue to retreat until they rally.

When an armored vehicle targets an infantry unit the Tactical AI will now select the weapon and ammo that has the most chance to inflict losses on the target. This selection will consider the range to the target as well as the Firepower. If the firer and/or target is moving, the weapon selection may change. In most cases this will result in an armored vehicle choosing to use HE shells, then MG AP.

Map Maker has been adjusted to provide more portability of maps between systems. This will make it easier for users to work on maps on more than one computer without having to have the same directory structure and simplify the process if multiple users are collaborating on a map project.

Map Maker will now insert a map size attribute into Random Battle Templates.

Regional settings issues should be fixed.

Fixed a bug that could cause the unit’s weapon data to not refresh when cycling between units. This could cause a crash if a targeting order was issued with the incorrect weapon.

Light Buildings now reduce firepower by -1. Heavy Buildings reduce firepower by -2. There is a chance for incoming fire of all types to completely ignore the protection that buildings provide, which scales up based on the penetration value of the incoming fire.

There is now a small chance for incoming HE and HEAT shells to ignore the protection provided by trenches and foxholes, reflecting the chance of a shell landing close enough for the blast to directly enter the trench or foxhole.

Infantry units that are mounted on vehicles will now not always dismount when suppressed. The implementation of this rule is now as follows:

Infantry units mounted on the outside of vehicles, with no protection (i.e. Tank Riders) will be more vulnerable to enemy fire and will dismount as soon as they are suppressed by incoming fire.

Infantry units mounted in enclosed transports (i.e. Trucks) that are not armored will also dismount as soon as they are suppressed by incoming fire.

Infantry units mounted in protected transports (i.e. Halftracks) that are armored will not dismount when suppressed. However, if they take casualties and fail a morale check, they will dismount.

Artillery animations were sometimes displayed far away from their actual location. A bug that caused this has been fixed.

A bug that prevented cupola hits has been fixed.

The targeting logic was not correctly considering all armor locations, which led to a few rare issues, especially involving infantry targeting anti-tank guns from beyond close assault range. This has been fixed.

The in-game settings now default to have floating icons on, all movement and targeting lines on and limit infantry off.

A bug that prevented area fire from working in some cases against infantry in buildings has been fixed.

A bug that caused air support to prioritize targets incorrectly has been fixed.

Various issues related to infantry routing and retreating when in buildings, in vehicles or pinned and suppressed have been fixed. A few issues still remain, but retreating and routing is working much better.

LOD models are now working at about 75% of the range of terrain fade-out. Some visual issues with LODs remain and are being worked on, but this should have a positive impact on performance.

Some infantry animation issues relating to SOP and firing and walking animations were resolved, which should result in more realistic animations for squads.

An issue that could cause tanks to stop auto-targeting their machine guns when the main gun ran out of ammunition is fixed.

Quite a few new widescreen resolutions have been added to the initial resolution configuration, to better support systems with displays that span multiple monitors.

New Models, Units and Data Changes

Armor ratings for the Elephant, Ferdinand and Pz VI - Tiger II have been updated to incorporate new data.

The ability to have individual ID decals has been added to the T-28 Models 1936, 1937, 1938.

The factors used to determine 'variable penetration' have been improved.

Two new Russian random campaigns have been added: 1st Tank Corps 1942 Short (Battles on the Chir River) and the 29th Tank Corps 1944 Short.

Ammo loadouts for several off-map artillery units have been updated.

Map size attributes have been added to RB Templates for future use.

A new sand texture by szartur has been added for use in making desert maps.

Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. These include making these units decal capable by the scenario designer and the inclusion of multiple commanders so that not all tank commanders are the same.

Fixed a problem where grass was too high in a small area on the map for Their toughest Battle.

Fixed a problem where RR tracks were tipping over when crossed on The Biggest and the Baddest map. This is actually a work around for a problem with how knockdown fences were implemented.

Fixed a problem with how map maker was drawing AI map colors around Telephone lines. Map Maker now only draws selected terrain around the base of one of the telephone poles, rather than along the entire length of the telephone line.

Added several new houses styled in the manner common to the style found in rural Hungary.

The killpower for some offmap artillery guns was reduced. This will reduce the effectives of artillery strikes against armoured units, resulting in fewer armoured units kills resulting from artillery barrages, but more stunned results.

Models were added and the map updated for the Stalingrad railway station. The Railway Station and the 13th Crossing scenarios were updated.

New units were added for the German PaK 36 and Pak 36 Late, and for the Russian 45mm ATG M-1937 and M-1942. These units have been added as Mobile versions of the above units in the Infantry unit type. Existing scenarios will continue to use the static versions of these units. Scenario designers can choose to use either the stationary version of these units from the Armoured units folder, or the Mobile versions from the Infantry folder. The mobile versions have 'Mobile' after the unit type to make them distinguishable. Random battles will use only the mobile type of these units.

Major overhaul of all German infantry, including improved uniforms, equipment and animations for many units.

Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tank

Fixed an issue with the SIG33 Crew

Added a description for the 88mm FlaK36

Fixed a problem with line of sight and the depth of the tank pits on the Kolomak map and updated the Kolomak scenario

Improvements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD models

Improvements to recoil, exhaust and decals on some models

Fixed problems with some start dates for random battles and campaigns for Lend Lease vehicles and SS HMG teams

Fixed an issue with AT gun armor values interfering with infantry targeting

Fixed a problem with the Winter version of the Panzerschreck team

Extra heavy artillery is no longer available by default in random battles and campaigns, as it could cause balance issues, especially in random campaigns.

Heavy artillery is now less prevalent in random battles and campaigns.

The dates on rocket artillery have been corrected and the cost of rocket artillery has been increased.

Was the engage bug fixed (units not firing when moving with engage order)?

That wasn't addressed in this patch. I think the current behaivor is working as was originally designed, but we have discussed changing it so that units with an engage order will fire if they reach their destination.

For units to fire during same phase that they move, you will need to use an Advance order. Alternatively, you could issue a Bound order (for the Germans) in which case the overwatch units will target and fire.